SDOM map

Re: SDOM map

Postby windigo » Sun Jun 01, 2014 7:51 pm

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I always build all. Doing the small selective builds tends to fuck things up, like triggers and teles. The hud works fine in single player, you can even see in sakuras screen shot.

changed out the teles. The only difference between visible teles and the invisible ones are the static meshes that come coupled with visible teles. Let's try these though.

I changed a little of the bsp geomtry around the low teleporter just to make sure it wasn't bugging. No problems offline, but that was the same for me in betaa.

betab

http://www.sendspace.com/file/7uyvzk
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Re: SDOM map

Postby windigo » Sun Jun 01, 2014 8:09 pm

running around betaa

I clicked into warmup mode, can see all 3 points in hud.

Ace loads. Few seconds of 3points in hud after ace logo disappears. 1 cp in hud. I think this is warmup mode shenanigans.

pete seems thinks the teles need fixing or removing. I don't see much of a difference between no tele and a semi broken tele. What's the harm in something that kinda works as opposed to removing it completely. I guess pete just really wants some thigh pads low.
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Re: SDOM map

Postby kud » Tue Jun 03, 2014 11:28 am

played decently well last night.
http://www.globalunreal.com/utstats/?p=match&mid=36815

I like the two top points, didn't see much of bottom. armours and health were positioned well at the amp point. I was suspect of the jump pads since they bounce you pretty high, but they worked. slime walls are great. one of the points has a slimewall right behind it which is fun to shoot people in to, and the other point has one that you can snipe people through, but it's hard to see through it.

teams were kind of stacked for blue. we played 2 at amp, 1 at ramps, and 1 low. tbh shots played all over the map causing havoc with amp. a lot of opportunity to run a floater between the two top points. amp boost is fairly easy. finding the point after spawning is peak-level difficulty.
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Re: SDOM map

Postby kud » Tue Jun 03, 2014 11:32 am

move thread to sdom forum imo
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Re: SDOM map

Postby windigo » Tue Jun 03, 2014 12:42 pm

I've got a version with the fixed teleporters. Tim gave me some insight on how newnet differs from the stock code.

Now its just a matter of fixing the hud. The only point you can see in the hud is tears. Cinder had 0 control points in the hud. No idea how I can fix this sort of problem.

Added some more lights. Going to add some decorations around the map so people can navigate easier.
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Re: SDOM map

Postby windigo » Tue Jun 03, 2014 6:46 pm

deleeted
Last edited by windigo on Wed Jun 04, 2014 3:46 pm, edited 1 time in total.
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Re: SDOM map

Postby windigo » Wed Jun 04, 2014 3:19 pm

Image

Image

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http://www.sendspace.com/file/lq2l7v
http://www.sendspace.com/file/lq2l7v
http://www.sendspace.com/file/lq2l7v

The middle was a bit boxxy. It's a tad more open and easier to navigate I think.
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Re: SDOM map

Postby Junkyardboy » Thu Jun 05, 2014 1:38 pm

Map feels like it may be too dark, especially in the corners near belt and around amp/keg. Also near the low CP, could use a lot more lighting...Possibly consider removing the keg next to the amp.
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